Files
tbd-station-14/Content.Server/Procedural/DungeonJob/DungeonJob.EntranceFlank.cs
metalgearsloth 4afccdd5db DungeonData rework (#37172)
* DungeonData rework

Back to fields, serializes better, just make new layers dumby.

* wawawewa

* Fix this

* Fixes

* review

* thanks fork

* fix
2025-05-18 03:10:30 +10:00

52 lines
1.7 KiB
C#

using System.Threading.Tasks;
using Content.Shared.Maps;
using Content.Shared.Procedural;
using Content.Shared.Procedural.PostGeneration;
using Content.Shared.Storage;
using Robust.Shared.Collections;
using Robust.Shared.Map;
namespace Content.Server.Procedural.DungeonJob;
public sealed partial class DungeonJob
{
/// <summary>
/// <see cref="EntranceFlankDunGen"/>
/// </summary>
private async Task PostGen(EntranceFlankDunGen gen, Dungeon dungeon, HashSet<Vector2i> reservedTiles, Random random)
{
var tiles = new List<(Vector2i Index, Tile)>();
var tileDef = _tileDefManager[gen.Tile];
var spawnPositions = new ValueList<Vector2i>(dungeon.Rooms.Count);
var contents = _prototype.Index(gen.Contents);
foreach (var room in dungeon.Rooms)
{
foreach (var entrance in room.Entrances)
{
for (var i = 0; i < 8; i++)
{
var dir = (Direction) i;
var neighbor = entrance + dir.ToIntVec();
if (!dungeon.RoomExteriorTiles.Contains(neighbor))
continue;
if (reservedTiles.Contains(neighbor))
continue;
tiles.Add((neighbor, _tile.GetVariantTile((ContentTileDefinition) tileDef, random)));
spawnPositions.Add(neighbor);
}
}
}
_maps.SetTiles(_gridUid, _grid, tiles);
foreach (var entrance in spawnPositions)
{
_entManager.SpawnEntitiesAttachedTo(_maps.GridTileToLocal(_gridUid, _grid, entrance), _entTable.GetSpawns(contents, random));
}
}
}